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PostWysłany: Pon 17:15, 04 Maj 2009    Temat postu:

To jest 2 dla Ciebie, czy 1 dla Ciebie i 1 dla klubu?
Bo o klubik to Ty się nie martw Razz


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PostWysłany: Pon 18:44, 04 Maj 2009    Temat postu:

To ja też się pisze jeśli nie za późno ;P

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PostWysłany: Pon 18:54, 04 Maj 2009    Temat postu:

Nie za późno. W tesco mają jeszcze takich chyba ze 20.

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PostWysłany: Pon 23:27, 04 Maj 2009    Temat postu:

[link widoczny dla zalogowanych]
-Odgał skurczybyk nawet Eisenhorna Shocked


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PostWysłany: Sob 20:18, 09 Maj 2009    Temat postu:

[link widoczny dla zalogowanych]
Chyba ma na sobie ochraniacze do futbolu amerykańskiego Shocked


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Ostatnio zmieniony przez Necroremiasz dnia Sob 20:18, 09 Maj 2009, w całości zmieniany 1 raz
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PostWysłany: Śro 19:01, 13 Maj 2009    Temat postu:

Cytat:
Odgał skurczybyk nawet Eisenhorna

też spróbowałem... po prostu nie mogę, zna nawet Calgara Shocked Shocked Shocked
I Jakuba Wędrowycza Shocked


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Ostatnio zmieniony przez Necroremiasz dnia Śro 19:11, 13 Maj 2009, w całości zmieniany 1 raz
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PostWysłany: Czw 11:35, 28 Maj 2009    Temat postu:

[link widoczny dla zalogowanych]

pozwolcie, ze sie pochwale moja pierwsza publikacja w necie:)


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PostWysłany: Pon 13:22, 08 Cze 2009    Temat postu:

http://www.youtube.com/watch?v=1yqVD0swvWU&NR=1

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PostWysłany: Wto 18:46, 09 Cze 2009    Temat postu:

oto co znalazłem na temat nowych wilków (boski to z myślą o tobie Razz)

Kod:
If drop pods are taken, the whole army must take them.

Bjorn the Fellhanded has AV14 on all sides, better stats.

There is some mad Wulfen character, who has his own personal drop pod. He can choose who he fights in combat, like a challenge in WFB. No-one else can fight him apart from the person he's attacking, unless said model is killed, in which case his squad can then attack him.

All rules for Named Characters have been rebuffed - all of them can take terminator armour for +50 points. All Named Characters models are getting re-done, if not for the actual release then in subsequent releases.

Any character can take terminator for 50pts, which includes weapons.

-Runic weapons I believe function as Relic blades, but with something else quite snazzy.

Wolf Guard (in terminator armour) with lightning claws rack up 6 attacks on the charge each. A very broken thing to do (think this ill be omitted from the final codex) is put them with Ragnar Blackmane, who gives them Fleet of foot and rending, though dont' quote me on rending.

-Wolf guard in terminator armour with lightning claws are costing 60 points.

Individual Wolf Guard can replace squad leaders - all should look individual.

No model in the SW codex at all has the option to take a thunderhammer and storm shield.

Wulfen are are apparently in the new codex

The Leman Russ Exterminator is gone, but may be replaced by a new Predator variant.

Wolf Guard can still lead Packs of Space Wolves

The Special Characters are getting New models and after seeing the most recent SM HQ minis they should look fantastic.

New plastic upgrade kit similar to the DA sprue. There is also a rumor of Plastic Wolf Scouts.

BoLS rumored plastic Long Fangs and Terminators also.


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PostWysłany: Sob 17:26, 01 Sie 2009    Temat postu:

Cytat:
GENERAL INFO
-To be released October 2009
-Codex written by Phil Kelly
-Space Wolves will supposedly be “even less Codex Astartes” than they were before. This would cover unusual squad sizes etc.

RULES
Army-wide Special Rules
Sagas – Characters can take special skills called Sagas. They are said to work similar to the Vampiric Powers used by Vampire Counts. 75hastings69 gave the example that a character with “Saga of the monster killer” (made up name) may be better at killing Monstrous Creatures, but would suffer a drawbacks such as needing to kill a certain number of them per game.

Wolf Claws – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.

Special Characters
-Logan Grimnar: No news yet
-Ragnar Blackmane: No news yet
-Njal Stormcaller: No news yet, but would share the Rune Priest standard rules.
-Ulrik the Slayer: No news yet, but would share the Wolf Priest standard rules.
-Canis Wolfborn: Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Power Armour and has a pair of Wolf Claws. Canis also allows you to take two cavalry choices, either wolves, or more Marines on wolves.
-Bjorn the Fellhanded: Early rumours reported Bjorn would have AV14 all around, but these have been thrown into disrepute recently.

Special Characters will likely have prescribed (maybe unique) Sagas attached to them.

HQ
-Wolf Lords: May take up to two Sagas. They will have a wide variety of weapon options. May possibly be able to make one unit of Wolf Guard a Troops choice.
-Wolf Priests: Combines the skills of Codex Marines’ Chaplain and Apothacary. Armed with Power weapon, Iron Wolf Amulet (4+ Inv) and Healing Balms and Potions as standard. Will allow units to re-roll “to hit” and also confer Fearless and Feel no Pain on any unit they join. May take up to one saga.
-Rune Priests: Armed with Force Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga.
-Iron Priests: Will most likely be brought in line with Codex Techmarines. May take up to one Saga. It is unclear if they will be HQ or Elite.

ELITES
-Wolf Guard/Terminators: May take a Wolf Guard Battle Leader who will be able to take up to one Saga.
-Wolf Scouts: Will supposedly remain the same and gain the option be mounted in a Land Speeder Storm
-Lone Wolf: A one-man unit that will be “really strong” and act similar to Tyranid Lictors
-Wulfen: Possibly a "Legion of the Damned" style Unique choice, or maybe something based on HQ selection. It is unclear if they will appear at all.

TROOPS
-Blood Claws: Have supposedly been re-worked in respect to "Berserk Charge" to make them 5th Edition compatible. May take a Wolf Guard as a squad leader.
-Grey Hunters: Rumoured to be able to take a second special weapon in their squads. May take a Wolf Guard as a squad leader.

TRANSPORTS
-Rhino: No news yet
-Razorback: No news yet

FAST ATTACK
-Blood Claws Skyriders: Blood Claws with Jump Packs.
-Land Speeder: No news yet
-Land Speeder Storm: Likely Added
-Bikes/Attack Bikes: No news yet

HEAVY SUPPORT
-Long Fangs: May possibly receive some sort of special rule allowing them to move and fire, but not assault. May take a Wolf Guard as a squad leader.
-Land Raider: Crusader and Redeemer most likely added. Also rumours of a unique Land Raider variant, possibly with three twin-linked Assault Cannon.
-Predator: No news yet
-Whirlwind: No news yet
-Vindicator: No news yet
-Leman Russ Exterminator: Almost certainly removed


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PostWysłany: Pią 12:48, 11 Wrz 2009    Temat postu:

Że tak powiem znajomy z hiszpańskim codexem posępił mi już dostępu, więc nie pamietam więcej niż bosforowi powiedziałem, ale z innego forum skopiowałem:

Czajnikowa kompilacja: to co na warseerze + dakka + b&c

Army-wide Special Rules
All Space Wolves are rumoured to have ATSKNF, Acute Senses, and Counter attack.
Sagas – Characters can take special skills called Sagas. You may not double up on Sagas, although Special Characters do not count towards this. All sagas cost 25pts or more.
Commanders – 2 sagas, other HQ get only one

*Saga of Majesty - All friendly units within 6" get to re-roll failed morale or pinning(??)checks
*Saga of the Beast Killer - Re-roll to hit and wound against models of T5 or higher
*Saga of the Iron Wolf (Iron Priest only) - Adds D3" to the vehicle they are in and +1 to repair rolls
*Saga of the Wolf - Fenrisian Wolves get Ld7 and I5
*Saga of the bear - Eternal Warrior and only the wolf lord can take it
*Saga of the Warrior Born - +1 attack for each kill in previous Assault Phase
*Saga of the Hunter - Outflank and Stealth, Wolfpriest only

Wargear
Wolf Claws(40pts) – The Space Wolf version of Lightning Claws, allow you to choose to either re-roll “to hit” or “to wound”.
Frostblade (25pts)- +1 Strength Power Weapon
Banner of the Wolf – Grants a reroll on all "to hit" rolls in combat for the entire army for one turn.
Belt of Russ (25pts) - As before
Runic armour might be worth it too because it gives a 2+ save AND a 5+ inv save against psychic shooting attacks (though you can also get termy armour for the same price for WP and RP IIRC and just get a normal 5+ inv save that works against everything).
Thunderwolf(45pts)- The wolves give +1S, +1T (real +1, not bike +1), and +1 attack and Rending and they can only join a unit of Fenresian Wolves or a unit of Thunderwolf Cavalry.
Mark of the Wolfen- MotW replaces all your attacks with D6+1 and rending and you can't use weapons. You can give it to Lone Wolves, WGBL, Wolf Lords, and IIRC Rune Priests and Wolf Priests
Wolf tooth necklaces: Always hit on a 3+ in CC
wolftail talisman: nulifies psychic power targetting model on 5+
No Runic Charm
Storm Shield costs 30pts pretty much throughout the codex

Special Characters
Logan Grimnar (approx 275pts) – Axe allows him to attack as either a Frostblade, or a Power Fist, and can split his attacks between these two attack types. Rumoured to allow Wolf Guard as Troops (normal Lords only allow 1 unit) and has Eternal Warrior. Logan and the squad he joins may choose one of the following special rules each turn:
Fearless, Tank Hunters, Relentless or Preferred enemy.

Ragnar Blackmane (240pts) – Ragnar gives himself and the unit he joins d3 extra attacks and furious charge on the charge . He has Ws6 S5 (thanks to his sword), a5. He can howl once per game and all units within 12” get Furious Charge. Saga: Re-roll 1s to hit.
Ragnar's Wolves: WS4 BS0 S4 T4 W1 I4 A2 LD6 5+

Njal Stormcaller (245pts) – Njal starts with Runic Armour (2+ save, 5+ inv against psychic attacks that deal damage) and can upgrade it to Runic Terminator Armour (2+ save, 4+ invulnerable against everything) for 25pts. He is rumoured to still have the Cyber Raven (pick a point on the table and the enemy cannot infiltrate within 18" of itand causes D3 I5 S3 hits on one model in contact with Njal). Has all six Space Wolf Psychic powers. His Runic Weapon negate any psychic powers on a 3+. Shrouded by a storm that gets worse as the game progresses. Roll a D3 and add the turn number:

2) Nothing
3) All enemy units within 24" get -1BS
4) All enemy units count open ground within 24" of Njal as Difficult terrain
5) all unengaged enemy units w/i 18" take a break (morale?) test.
6) One unit within 18" takes D6 S9 hits, vehicles get hit on side armour
7+) All unengaged enemy units within 12" take D6 S8 AP5 hits.

Ulrik the Slayer – Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game.

Canis Wolfborn – Mounted on a large cybernetically enhanced Fenrisian wolf. Wears Terminator Armour and has a pair of Wolf Claws. Canis also allows you to take Fenrisian Wolves or Thunderwolf Riders(??) as Troops (although Fenrisians still do not count as scoring). WS5, BS2, I5, A5. May take 2 FWs. Grants Ld8 to all wolves within 12". Does NOT make TW Cav troops. Apparently will get an Attack for each model in base contact with him. Ld8, has Saga of the Wolf.

Björn the Fellhanded (270pts) – Apparently has armour 13/12/10 with a 5+ inv save, is Venerable, has WS6 BS6 S7 I3 A4. Supposedly comes with an Assault Cannon but can be given a Plasma Cannon for Free. Allows all friendly units within 12" to reroll Moral tests. If killed he counts as an objective and makes all the Space Wolves Fearless.

Lukas the Trickster (140pts) - Apparently a Blood Claw upgrade. Has the Doppleganger Cape that forces the enemy to re-roll successful to-hit rolls. Had his secondary heart ripped out by a Dark Eldar, and replaced it with a stasis bomb. His Special Rule is called "the last laugh", where on his death he and the model that killed him are removed then both players roll a D6. If the SW player rolls equal to or higher than their opponent, all models within Base to Base contact with Lukas (friend or foe) are removed. He is supposedly over 300 years old and although “the equivalent of a captain, his unruly manners cannot be accepted among the battle brothers”. He also apparently stole one of the Chapter's Thunderhawks and crashed it.

Arjak Rockfist(??) +170pts is rumoured to be a character with Furious Charge, Thunder Hammer and Storm Shield. His Storm Shield supposedly grants a bonus attack which represents him shield charging the enemy. His Thunder Hammer can supposedly be thrown as a 6" S10 AP1 assault 1 shooting attack before returning to his hands.

HQ
WGBL- 3 attacks, Ws and BS 5, etc.
HQs are 2 per slot but you can't take duplicates. You also cannot duplicate Wargear combinations. You cannot have 2 Rune Priests with the same spells or 2 characters with the exact same equipment.
Priests have the same stats as their vanilla equivalents (at least for WP and RP-> I forget if IP have 1 or 2 wounds

Wolf Lords (100pts) – Stats as per Chapter Master but 4 Base Attacks. No Invulnerable Save. May take up to two Sagas except for Saga of the Hunter and Saga of the Iron Wolf. They will have a wide variety of weapon options.
WL with a Frost Blade and a SS is 155pts at S5

Wolf Guard Battle Leader (75pts) – Stats as per Captain. May take up to two Sagas except for Saga of the Iron Wolf.
WGBL with a frost blade and a SS is 125pts for 1 less weapon skill, one less wound (??)

Wolf Priests (100pts) – Armed with Power weapon, Iron Wolf Amulet (4+ Inv) as standard. May take up to one Saga except Saga of the Warrior Born, Saga of the Bear or Saga of the Iron Wolf. Allows Preferred Enemy against one unit type (infantry, tanks etc) chosen at the start of the game. Everything else is the exact same as chaplains but has different names.

Rune Priests (100pts) – Armed with Runic Weapon and able to take Space Wolf Specific psychic powers. May take up to one Saga. Psychic Storm power gives 5+ cover and turns area of effect into difficult terrain for skimmers. Runic Weapons negate any psychic powers on a 4+ (24" range like hood??), areforce weapons, and wound daemons on a 2+. Runic Armour upgrade gives a 2+ save and 5+ inv save against psychic shooting attacks.
Rune Priests can use a second power a turn for the same cost as it is for vanilla libbies, but I think our powers are much better.

Psychic Powers
*Chain Lighting is D6 S7 AP5 shots with infinite range.
*There's large template psychic shooting attack in which the large blast template has to touch the RP and everything hit takes a S3 hit.
*There's the 3d6 s3 auto-hits with IIRC 18" range and IIRC the unit hit moves as if it were in dangerous and difficult terrain.
*There's another spell that makes all Deep Strikers, Jump Infantry, and I think bikes and maybe normal infantry and Mcs move as if they were in difficult and dangerous terrain.
*There's Jaws of the World Wolf which causes all non-vehicles in a 24" line to take an initiative check or die. MCs get a -1 to the test.
*The last power can be shot as either Freki mode or Greki mode. Both are 12" range and fire as an assault weapon. One is S5 AP- Assault 3 and the other is S4 AP2 Assault 2. Any units taking wounds from it must take a morale check or fall back.
*Stormcaller- it makes ALL friendly units w/i 6" get a 5+ cover save (but cannot be cast elsewhere). Cast at start of turn.

Elites
Iron Priests – Come with Thunder Hammer. Will most likely be brought in line with Codex Techmarines. May take Saga of the Iron Wolf. No Servo-Harness.
They can, however, take Cyber-Wolves in addition to servitors.

Dreadnaught – May be Standard or Venerable, but Ironclad is not included. Start with Assault Cannon. May exchange for Multi Melta or TL Heavy Flamer (?). Venerable Dreads can take the Saga of Majesty.

Wolf Guard – 3-?? size (18pts each) Bolt Pistol & CCW Frag and Krak grenades. May replace either BP or CCW with Bolter.
*May take a Wolf Guard Battle Leader who will be able to take up to one Saga. May take Bikes or Jump Packs.
*Can be assigned to other squads during deployment to act as a Sgt (1 per squad).
*Only Logan does. He allows all WG to be taken as troops.
*Power Fist +20pts
*Thunder Hammer +25pts
*Frost Blade +25pts
*Storm Shield +25pts (??)
*Combi-weapon +5/10pts (??)
*Terminator Armour +15pts, comes with PW + SB then:
*Power Fist +10pts
*Thunder Hammer +15pts
*Storm Shield +15pts
*Wolf claw instead of SB +10pts
*Wolf claw instead of PW +5pts
*Combi-weapon +5pts
*1 Terminator Heavy Weapon per 5 Terminators.
*Assault Cannon +30pts
*Cyclone +30pts
*Hv. Flamer +5pts (??)
*Cannot Teleport, can take drop pod
*Every other weapon other than combi-weapons are 10pts less than if you bought them without terminator armour (ex: TH are 15pts, PF are 10pts, etc).
*Arjak Rockfist (s5 w2)- STR 10 Thunderhammer and Storm Shield. He throws the hammer 6" at S10 AP1 assault 1 and he gets an extra attack for his storm shield. +170pts
* One WG unit may take a LR as a dedicated transport.


Wolf Scouts – (15pts each)Can take all types of Special Weapon and Melta Bombs. If held in reserve, may deploy from any board edge on a 3+
Scouts x5 (1x melta, 2xpp) ~ 115

Lone Wolf (20pts)– A one-man unit that will be “really strong” and act similar to Tyranid Lictors. Supposedly berserk survivors of Units searching for death so they may join their fallen brothers. Concede a Kill Point if they aren’t killed. Lone wolves have essentially the stats of a Wolf Priest for 20pts (ws5 bs4 s4 t4 w2 i4 a2 ld10??) Eternal Warrior, FnP, re-roll To-Hit against Walkers, Monstrous Creatures and things above T5. Can take up to 2 Fenrisian Wolves and any equipment available to Wolf Guard (except Bikes and Jump Packs).
He foot slogs IIRC with no special movement or mount rules.
Lone Wolf (Frost Blade) - 45

Troops
Grey Hunters (15pts each) – Bolter, Bolt Pistol & CCW Frag and Krak grenades. Rumoured to receive a free special weapon for taking 10 men (likely Flamer). True Grit is gone. May take up to one special Close Combat Weapon. May take The Mark of the Wulfen on one model granting D6+1 Attacks and Rending. May take a Drop Pod.
Grey Hunters x8 (1x melta, 1x fist, 1x MotW) + Rhino ~ 200
Grey Hunters x8 (1x melta, 1x fist, 1x MotW) + Rhino ~ 200
Grey Hunters x10 (2x melta, 1x fist, 1x MotW) + Rhino ~ 230
5x GH w/ Flamer: 75pts
He's not 100% sure on this one: Troops choices special weapons are the cost in codex SM minus the cost of a flamer.

Blood Claws – Bolt Pistol & CCW Frag and Krak grenades. WS and BS 3. Berserk Charge supposedly grants +2 attacks on the charge (but not for Counter Attack). Rumoured to only get 1 Power Weapon/Fist per unit. Headstrong - if the Blood Claw unit is within 6" of an enemy unit and doesnt have a wolf guard leading them they can't shoot. May take a Drop Pod.
Blood Claws x12 (2x melta, 1x fist) ~ 210
15x BC w/ 1 upgraded to be Lukas, PF, Melta: 395pts
Lukas the Trickster: +140pts, BC upgrade (3 attacks, Ws and BS 5, etc.)

Transports
Rhino – 35pts
Razorback – 40pts
Drop Pod – Transport Capacity of 10 Space Wolves or 5 Terminators. 35pts

Fast Attack
Thunderwolf Cavalry (50pts) – 1-5 Marines on big Wolves. S5 T5 W2 A4 Rending Multiple equipment upgrades, cavalry
Thunderwolf Cavalry can take TH, SS, WC, etc at WL prices (so a TH/SS Thunderwolf Cavalry model is 110pts). They cannot take 2x WC, TH, or PF. They come with 2 wounds and 4 attacks and Rending along with the whole S5 T5 thing and the BP/CCW combination (so are essentially 5 attacks each with rending). If people take TWC I can see them taking most of them naked and then just having one or two with Thunderhammers for an extra 4-8 S10 PW rending attacks.
I think I pointed it out earlier and found it was something like 490pts for a WA abusing 3++ save unit of 5. The 490pts was for 5 TWC with 3++ saves, one PF, one TH, one WC, and one PW.
Potem pisze o 515... Puszczający oczko

Fenrisian Wolves (8pts) – WS4 A2 or 4 Sv6+ Cavalry
Contrary to rumors, Fenresian Wolves only have 2 attacks base and Cyber-wolves (which are Fenresian Wolf Sargeants) have 3 attacks (and T 5(4), a 4+ save, and LD 6 compared to the standard FW LD of 5).
Cyberwolf- +10pts
Wolves are currently
WS4 BS0 S4 T4 W1 I4 A2 Ld5 6+
Cyber Wolves:
WS4 BS0 S4 T5(4) W1 I4 A3 Ld6 4+

The saga gives them I5 and LD7. Canis within 12" gives them LD8. IIRC TWC (or maybe just Canis) allows them to re-roll failed morale checks.

All wolves have Cav and Counter Attack. They are only ATSKNF if they have marine with them.

Skyclaws – 5-10 (18pts/ea) Blood Claws with Jump Packs. May take 1 Special Weapon and 1 Special CCW. They can also get a d00d with the MotW.
Skyclaws are 90 for 5

Swiftclaws – 3-?? (25pts/ea) Blood Claws with Bikes. Can take Attack Bikes.
Once again I didn't really look at the squad size but IIRC the min size is 3. Its probably the same size as a vanilla bike squad. IIRC you can take a single attack bike at 10pts less than a vanilla one and they are allowed one special weapon and one special CCW. They all have BP/CCW
Blood Claw Bike Pack x6 (1x melta, 1x fist) ~ 180pts or 185pts.

Land Speeder – As C:SM

Heavy Support
Long Fangs – 1 Pack Leader and 1-5 Long Fangs. Retain the Split Fire ability as long as the Pack Leader does not shoot. Each Long Fang MUST have a Heavy Weapon. Pack leader can take Special weapons, Power Fists etc
May take a Drop Pod.
Long fangs are 15 points per model and are leadership 9. Heavy bolters are 5 points, missiles 10, plasma 20, lascannons 25
No premium for Pack Leader, he is priced the same.
I'm starting to think that a wolfguard in Terminator armor, with a cyclone launcher, attached to a longfangs squad with 5 lascannons and a Plasmagun might make a dent. That is legal, right?
Perfectly legal.


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Necroremiasz
okrawacz zwłok



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PostWysłany: Pią 19:23, 11 Wrz 2009    Temat postu:

Shocked
Eee...


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Lord masło
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PostWysłany: Czw 10:49, 17 Wrz 2009    Temat postu:

No i super ale mam pytanko
CZY KTOŚ MA NOWY KODEKS [forma dowolna]
kumpel z Bydgoszczy miał wątpliwą przyjemność zostać przejechanym przez nowe wilki ale widział ten kodeks tylko jako wydrukowane kartki i nie wie jak na niego położyć łapki


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PostWysłany: Czw 11:03, 17 Wrz 2009    Temat postu:

[link widoczny dla zalogowanych]

...nie wiem co to jest, bo nie chce mi sie sciagac, skoro mnie to nie interesuje, ale sadzac po dacie to jest to co trzeba (wpisalem po prostu w googlach)


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BernHARD
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PostWysłany: Czw 11:39, 17 Wrz 2009    Temat postu:

Membership 1,95 dolara Rolling Eyes

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